EvuMagnets

v0.4.0·Updated 2026-10-10

Craftable magnets that pull nearby items from farther away.

About this mod Author’s original text

EvuMagnets

Craftable magnets that pull items on the ground in from farther away. The pull is still Valheim's own: items slide toward you, and a drop is left behind when picking it up would put you over your carry weight.

Features

  • Five magnets: iron, silver, black metal, flametal, and bloodgold. The first four reach farther at each forge upgrade. Bloodgold is a single strength, cast in the frost foundry.
  • With no magnet equipped, pickup stays at the vanilla 2 meters.
  • Only one magnet works at a time. Equipping another unequips the first.
  • With AzuExtendedPlayerInventory installed, magnets use a Magnet slot and are not trinkets. Without it, they equip as trinkets.
  • Players can always pull items inside their own wards. PullThroughAllWards is what also reaches other players' wards.
  • A global toggle turns the bonus off without deleting crafted magnets. Alt+V pauses your own magnet and leaves vanilla auto-pickup on.

Installation

Install BepInExPack Valheim and Jotunn. The mod has to be installed on the server and on every client. Copy EvuMagnets.dll and EvuMagnets.Core.dll into BepInEx/plugins. Both files have to sit in the same folder.

Start Valheim once. Settings are written to BepInEx/config/evu.evumagnets.cfg. The server copy of that file is what players use. An admin can change a synced setting in Configuration Manager, or edit the file while the server is running, and the new value reaches the other players. Alt+V and the local Active checkbox stay on each client.

Recipes

The first four magnets are crafted at a forge. Flametal uses the black forge. Each starts with 10 iron, 10 bars of its own metal (20 iron on the iron magnet), one thunder stone, and one extra item. Upgrades cost 10, then 20, then 40 bars of that metal, plus 1, then 2, then 4 thunder stones.

Bloodgold has no forge recipe and no upgrades. Craft a magnet cast at the black forge, then set the cast in the frost foundry with liquid frost as fuel. The foundry returns one bloodgold magnet.

| Item | Station | Craft |

| --- | --- | --- |

| Iron magnet | Forge 1 | 20 Iron, 1 Thunderstone, 5 Ectoplasm |

| Silver magnet | Forge 2 | 10 Iron, 10 Silver, 1 Thunderstone, 5 Obsidian |

| Black metal magnet | Forge 3 | 10 Iron, 10 Black metal, 1 Thunderstone, 10 Crystal |

| Flametal magnet | Black forge 1 | 10 Iron, 10 Flametal, 1 Thunderstone, 5 Refined eitr |

| Magnet cast | Black forge 1 | 10 Iron, 1 Thunderstone, 10 Bloodgold, 5 Frostcore |

| Bloodgold magnet | Frost foundry | Magnet cast, with liquid frost as fuel |

Default pickup radius in meters, from quality 1 to 4:

  • Iron: 4, 5, 6, 8
  • Silver: 8, 10, 12, 14
  • Black metal: 14, 16, 18, 20
  • Flametal: 20, 22, 24, 28
  • Bloodgold: 36

The full list is in docs/CONFIGURATION.md.

Build

See docs/DEVELOPMENT.md. make verify builds the plugin and runs the tests.

License

MIT

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.

Dependencies

Install these first, or the mod will not work:

ValheimModding-Jotunn

File & checksum

Filename
EvuMagnets-0.4.0.zip
File size
221.8 KiB